yes but when i crash it just shows a black screen so i have to turn off/on the computer just to be able to get off that screen but since i have to do that it doesnt generate crashlogs
Lack of information, if you spawn npc falmer, does crash repeat? No crashlog ctd often because ran out of vram. I can't get enough data to help you. It's also possible that the version of the plugin installed is incorrect, so when this plugin is referenced, it throws an error. This is just an animation mod, and at most, it calls a few plugins. If you haven't installed these plugins, nothing will happen. So, it's possible that there's an issue with one of the plugins you've installed.
yes i have SCAR and all of the proper requirements i do have other animation mods but none of them are related to falmer , so when i start up the game i start a new game so im in the cell using live another life i spawn in the falmer for testing using additem once they're spawn in the very second they attack me my game freezes and shows nothing but a blackscreen and leaves me stuck like that until i turn off my computer. i tried reinstalling and everything but that didnt fix it. i just disabled your mod and did the same exact test and the crashing stops so i really dont have a clue on what it could be other than maybe its a skin texture i use this mod ik your mod doesnt touch any textures so i doubt it and i know this is more lack of information without the crashogs so if i can manage to get my game to properly crash i will send it to you and maybe thn we can maybe figure it out
also i was using the DAR version maybe i need to just try the other file as it does seem to be your lastest version and i have both DAR and OAR mods
I think it might be SCAR. I tried to make the animations compatible with SCAR, and it seems that the animations are compatible with SCAR, but only with SCAR 2.0. You can upgrade SCAR to version 2.0 (which is always upgradable and compatible with SCAR 1.0) and see if the crash still occurs. I think there are always some issues with Skyrim that I didn't expect. I will release a version that has nothing to do with SCAR later.
it was definitely because i was still using scar 1.0 im an idiot sometimes i thought i already had 2.0 im just now discovering the link to scar 2.0 i didnt upgrade just yet as i am going to try to use your non scar version i much appreciate the new upload
You can think in the way of SCAR's author, do you make your SCAR 2.0 not even compatible with your 1.0? Then how can you call it 2.0. And it will be troublesome to create two unrelated versions than to make a simple upgrade.
I am using SCAR 2.0 and am experiencing CTD while fighting Falmer. I do also use Falmer Equip Armor, Falmer Overhaul - new models and textures, and a mod that distributes additional spells to shamans and spellsword variants if this could be an incompatibility?
Sometimes it's a freeze, sometimes a ctd. but repeatable. I am on 1.6.1170 and am not sure if that is an issue for the payload interpreter or BDI with Universal support. comment sections on both pages aren't too clear regarding those mods working in 1.6.1170 but I try not to trust the comment and bug report sections on nexus...
It could be a false lead though, I received two more CTD in the same area, but it produced completely different logs.
I have 1.1597 and 1.61170 both without these kinds of crash. The crash file points to BShkbAnimationGraph and is related to skeleton.nif. On Reddit, there is only one post mentioning that the mod "Better Jump SE" caused a similar crash (however it only alters human behavior). It's simple to rule this out: disable SCAR, spawn a falmer in qasmoke, and see if the crash still occurs. Another suggestion: There are so many mods for Skyrim that it has become a chaotic testing ground. As a mod author, you can have an experimental spirit. Before asking others, you can conduct experiments in Skyrim yourself. Otherwise, it's impossible for others to answer all your questions.
Indeed, been trying to diagnose much of the day without much progress. But I can confidently say it's not this mod. I can replicate a graphics freeze-lock (can still hear audio sfx and music continuing) 50% of the time, an a CTD with a completely random log 50% of the time...And I can only replicate this in Temple of Xrib. First log mentioned falmer so thought to report here, but every log is inconsistent / different. I'll have to do a process of elimination.
edit: it seems to be due to the infighting in this cell between dwarven and falmer faction. only at this location though, if i set em as friendly, I can't seem to recreate the crash or freeze. No clue why though typically this cell would not have dwarven automatons in vanilla. pretty much 100% of the time it'll freeze or crash when the colossus and falmer/chaurrus start fighting each other... so far only been able to replicate it in this dungeon. Even tried spawning 10 colossi and 50 various falmer + chaurrus variants in the forests by riverwood (which eat a lot more resources on it's own) and couldn't get it to crash or freeze.
This mod is about animation, and payload is very simple spell effect. If the crash log does not indicate that it was caused by a .dll version mismatch, first of all, don't consider this kind of mod as the cause of the CTD. Some people reported the crash only because this mod made them notice this specific enemy for the first time in a long while, when in fact, the crash had already been happening way before.
Is deleting PayloadInterpreter config file enough to stop them from casting invisibility? They cast it and just stay invisible till the rest of the fight. From what I observed they seem to recast it each time they take enough damage, so the end result is that you're gonna see them at first and once you start damaging them, the next time you will see them is once they drop dead. It's annoying because it also affects all modded Falmer based creatures in your game and not just vanilla Falmer.
I'm not quite sure what you mean. The spellcasting of these creatures is controlled by behavioral AI. If you want to influence monster spellcasting, you'll need to write an AI-related DLL. Otherwise, a few animations won't affect monsters casting spells.
New animations look awesome! Out of curiosity since I haven't played in a while. Do Falmer still block with shield or shield bash? In the video there just attacking. Which I assume is just because your not attacking?
Now, if you can possibly make ones for draugr and dwemer automatons/centurions. I could finally stop using Ultimate combat for the added extra attacks. Well done good sir/madam.
Hi there~! You can simply seperate Ultimate Combat and have its attack animations. Only need DAR. Create folder: Skyrim Special Edition\Data\meshes\actors\dwarvensteamcenturion\animations\DynamicAnimationReplacer\_CustomConditions\110 Create _conditions.txt write: Random(0.5) Put in 3 centurion animations from UC rename: h2hattackforwardpowerrush.hkx h2hattackleftchop.hkx h2hattackleftslash.hkx That's it
That's awesome! I'll definitely have to try this thank you. I've started using MCO and Valhalla combat. I know I could just keep UC in load order, but the attacks where all I really wanted. So thank you for this, and I'm excited to try this!
I'm guessing we can do the same and extract the Draugr animations from Ultimate Combat, so I did the same process that you described. However, I don't know what I should rename those Draugr animations. Could you please help me out with this? Really appreciate your creature animations. Cheers
These are the UC animations that need renaming: - 1HMRunSlash.hxk - 1HMX3.hkx - 2GSRunThrust.hkx - 2GSThrust.hkx - 2HMStamp.hkx - 2HMTurnSlash.hkx
Hi. Sorry to bother but I was wondering if you could also give instructions for humans and giants from UC? For the file pathway is it 110 for all of them?
Hey Stux, sorry to bother you. But what is the actor id for the Draugr? I'm not sure what number goes after "DynamicAnimationReplacer\_CustomConditions\"
And do I have to rename those animations a specific name, or can I pick from the list you gave?
Can be a problem of weight painting from some model mods. When some vertex has wrong weight painting, they strech like this (for example, node conflict) And this is nothing to do with an animation mod...
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also i was using the DAR version maybe i need to just try the other file as it does seem to be your lastest version and i have both DAR and OAR mods
I’ll look more closely at the logs.
Sometimes it's a freeze, sometimes a ctd. but repeatable. I am on 1.6.1170 and am not sure if that is an issue for the payload interpreter or BDI with Universal support. comment sections on both pages aren't too clear regarding those mods working in 1.6.1170 but I try not to trust the comment and bug report sections on nexus...
It could be a false lead though, I received two more CTD in the same area, but it produced completely different logs.
What version of skyrim are you running?
edit: it seems to be due to the infighting in this cell between dwarven and falmer faction. only at this location though, if i set em as friendly, I can't seem to recreate the crash or freeze. No clue why though typically this cell would not have dwarven automatons in vanilla. pretty much 100% of the time it'll freeze or crash when the colossus and falmer/chaurrus start fighting each other... so far only been able to replicate it in this dungeon. Even tried spawning 10 colossi and 50 various falmer + chaurrus variants in the forests by riverwood (which eat a lot more resources on it's own) and couldn't get it to crash or freeze.
Means I can not use this unfortunately.. :(
Big fan of your animation mods.
Only need DAR.
Create folder:
Skyrim Special Edition\Data\meshes\actors\dwarvensteamcenturion\animations\DynamicAnimationReplacer\_CustomConditions\110
Create _conditions.txt
write: Random(0.5)
Put in 3 centurion animations from UC
rename:
h2hattackforwardpowerrush.hkx
h2hattackleftchop.hkx
h2hattackleftslash.hkx
That's it
I'm guessing we can do the same and extract the Draugr animations from Ultimate Combat, so I did the same process that you described. However, I don't know what I should rename those Draugr animations. Could you please help me out with this? Really appreciate your creature animations. Cheers
These are the UC animations that need renaming:
- 1HMRunSlash.hxk
- 1HMX3.hkx
- 2GSRunThrust.hkx
- 2GSThrust.hkx
- 2HMStamp.hkx
- 2HMTurnSlash.hkx
1hmattacka.hkx
1hmattackf.hkx
1hmattackforwarda.hkx
1hmattackpowerchop.hkx
1hmattackpowerslash.hkx
1hmattackx2.hkx
2gsattackb.hkx
2gsattackbackslash.hkx
2gsattackforwardb.hkx
2gsattackforwardpowerchop2.hkx
2gsattackx2.hkx
2hmattacka.hkx
2hmattackb.hkx
2hmattackbackswipe.hkx
2hmattackc.hkx
2hmattackforwardb.hkx
2hmattackforwardswipe.hkx
And do I have to rename those animations a specific name, or can I pick from the list you gave?
This was in the Forgotten Vale on Slulkers Imgur: The magic of the Internet
I am using Falmer Overhaul - New models and textures and Falmer Equip Armor
And this is nothing to do with an animation mod...